Many students have posted to the courseblog concerning virtual worlds and the need to regulate them. On one side, are those who believe that regulation is ridiculous and unsustainable or that their real world irrelevance makes regulation unnecessary. Others argue that events in the virtual world have real world consequences on players and economics which necessitates real-world regulation
To a certain extent, both sides are talking past each other rather than engaging in a debate because the terms of debate have not yet been set. That is, with many other issues we have discussed the question was clear: online gambling is becoming a problem, find a solution that effectively curbs it given the technical possibilities and respects civil liberties. We knew the objective of intended regulation.
The rationale for regulation follows from societal perceptions of the (usually) economic and (sometimes) social consequences of an activity. For instance, we regulate financial market fraud because we believe having functioning capital market where investors can trade with confidence is necessary for a free market. That is, regulation is intended to foster behaviors deemed socially beneficial. On the other hand, we place many restrictions on gambling because we fear the ills it brings to society.
It is tempting to argue that people who spend all their time engrossed in MMORPGs are contributing nothing to the economy and therefore such activities should be discouraged. If one took this as a premise, then one might take the same attitude towards virtual world regulation as one does gambling[1]. However, simply because one is not churning out widgets in a factory does not mean one is not helping the economy. For instance, few would argue that watching a movie is a productive activity, but this form of entertainment is an important part of the American economy. In fact, we deem it to be so important that we have created a complex set of laws called copyrights to ‘incentivize’ the production of creative content. Without any consumers, products would have no purpose: all work and no play stifle the economy. If one is to justify regulations against virtual worlds, one would have to do so on the basis of negative externalities generated by online addiction, much as one might justify regulation of gambling based on gambling addiction. However, one would have to find significant negative externalities. As a society, we don’t believe in regulating behavior simply because it is “unsocial:” there are no rules barring you from being glued to your TV set or being a workaholic.
But there is another way to view virtual worlds, and that is as a platform for economic activity. The Second Life economy is booming: in January 2006, the Linden dollar equivalent of $5 million US was traded. If a sizable market springs up, then the government has a strong incentive to regulate n order to smooth out the rough edges of the free market. (Alternately, if one is of a libertarian persuasion, one could take the cynical view that the government will find a way to regulate any sizable market, especially when tax dollars are at risk.) Accepting the premise that virtual worlds are a perfectly legitimate (and socially desirable) medium in which to transact business, one would consider regulation (or the lack of it) to promote growth. This is not terribly unlike the stock market analogy: in both economically significant bits are being flipped in servers and these bits are redeemable for real and virtual services. However, it is difficult to say that the LindenX plays the same fundamental economic function that AMEX or NYSE does so any proposed regulation will have be tempered by this “irrelevance.”
The above is a discussion of two views of the purpose of government regulation. I don’t know if I subscribe to either view entirely; both have their strengths and shortcomings. Neither argument deals explicitly with the form and scope of regulation. On this point, I think Tim Wu made a good point. He gave a talk March 30th on campus entitled “Who Controls the Internet?” in which he brought up the importance of physicality. Internet-based forms of punishment inflictable by game masters – lowering one’s score, or banishing someone from a site – do not seem to have an effect on certain individuals (consider, for instance the attacks by W-Hats on the Second-Life servers). However, even these people are afraid of real world sanctions that the government is capable of imposing – fines, prison time. While virtual punishments should be a first choice they sometimes need to be backed by real-world consequences.
[1] One might not be as extreme as what the Chinese Government is attempting to do. It seems that the scope of China’s attempt to regulate online gaming addiction has been rather
limited thus far.
[2] As a follow up, I would like to disagree or at least qualify a point in
Scott Peper’s “Danger of Free Virtual Markets.” He argues that game designers have more power over their “citizens” than real governments. Because of their absolute control over their world, they can create resources, transfer resources, and collapse the economy. But these are all powers that real governments have: they regulate natural resources (drilling rights, spectrum policy); they can confiscate your home under imminent domain; they can even collapse the economy (Argentine or Weimar Republic hyperinflation caused by printing money non-stop). While I don’t want to argue its just as easy for the federal government to do all of those things, the salient point is that game developers have the same incentive to create fairness and balance in their economy that real governments have: they both need to stay popular with their constituency, to keep poll / subscription rates high.The more interesting comparison (which Scott alluded to) is to think of virtual worlds as foreign countries filled with risky but potentially lucrative investment opportunities. Rightly or wrongly, the US government has many extra regulations on (for example) foreign mutual funds, essentially because of the increased perception of risk.
Lastly, I don’t think there’s anything illogical about spending real money on virtual goods, at least not any more illogical than spending real money on virtual entertainment like a movie.